Hajime Rising Controls: Every PC Key and Input Explained
The complete Hajime Rising controls list for PC: punch selection keys, lock-on, aiming, stances, and skill move inputs, with notes on how each binding works.
Hajime Rising on PC uses a “select, then punch” input scheme: Z, X, and C choose your punch type, and the mouse buttons decide which hand throws it. That two-step design, plus camera-based aiming, is the whole foundation of the game’s combat. Below is the full keybind list as of November 2, 2026, along with what each input actually does in a fight.
Select First, Punch Second
The three punch-selection keys are the heart of the scheme. Use Z to select jabs, X to select hooks, and C to select uppercuts; the selection stays until you change it. Only then do the mouse buttons throw the punch — left click for the left-handed punch, right click for the right-handed punch.
This split is easy to underestimate. Because the punch type and the throwing hand are separate decisions, the same jab can probe from the lead hand or sit behind a heavier setup, and a hook from one side is a different strike than the same selection from the other. Players who skip the selection step and mash click are playing a slower, simpler game than the one on screen.
The selection keys also keep your plan visible to you. Because Z, X, and C are deliberate presses, every punch you throw is one you chose a beat earlier — which makes misses informative instead of random, and lets you clean up your selection habits fight by fight.
The tutorial demonstrates exactly this flow — selecting Hook and Uppercut after unlocking them, then practising on the bag — so if the order ever feels muddy, replay that sequence and pay attention to which key does what.
Full Hajime Rising PC Controls List
Every official keyboard and mouse binding in one table:
| Action | PC input |
|---|---|
| Left-handed punch | Left click |
| Right-handed punch | Right click |
| Lock on | Middle click |
| Head / body aim | Look up / look down |
| Select jabs | Z |
| Select hooks | X |
| Select uppercuts | C |
| Switch equipped stance | T |
| Equipped skill moves | E / R |
| Main menu and controls | M |
Middle click handles lock-on, T changes your equipped stance, and M opens the main menu, where the game also keeps its own controls reference. E and R trigger equipped skill moves once you have moves assigned to those slots.
Aiming: Head and Body
Aiming in Hajime Rising is done with the camera, not a separate key. Look up to aim for the head and look down to aim for the body. Combined with lock-on from middle click, this means you can keep an opponent framed while choosing between head hunting and body work mid-exchange.
Head and body aim interacts with the punch-selection layer: an uppercut to the head and an uppercut to the body are selected the same way, with C, but landed by where you are looking. Paying deliberate attention to aim — even in bag practice — is one of the cheapest upgrades to your game.
Aim is also the layer that makes bag practice transfer to fights. Working the bag while consciously switching between head and body aim builds the habit, so that in a spar the switch happens by intent rather than by accident.
Unlocked Movement Inputs
Two important inputs sit outside the core table because they belong to unlocks, not base controls. Infighter Dash is performed with Q while your gloves are equipped, and unlocked Weaving uses Space.
These movement actions should not be mistaken for the three punch-selection keys or the E and R equipped-skill bindings — they are their own category, earned through the skill tree. The tutorial demonstrates both after their respective unlocks, which is the cleanest place to see how a dash and a weave differ from punches.
The grouping is worth repeating because the keys sit close together in play: Z, X, and C select punches; E and R fire equipped skill moves; Q and Space move you. Three jobs, three key groups.
Layering order matters when you learn them: punches first, then movement, then movement woven into punch sequences. A dash you cannot control yet is mostly a way to end up out of position.
Check the In-Game Reference Anytime
Open M for the game’s own menu and controls whenever you need the current in-game reference. The keybinds listed here reflect the official documentation as of November 2, 2026; the in-game menu is always the source of truth if a patch changes something.
If a binding ever feels off mid-session, a quick M check beats guessing. Muscle memory rebuilds faster when you confirm the input instead of improvising around it.
For the punch choices in practice, see how boxing styles use them, and for a complete opening sequence from tutorial through first spar, use the Hajime Rising beginner guide. The skills section covers what unlocks beyond these inputs.
